Abstract
Gaze interaction is a promising interaction method to increase variety, challenge, and fun in games.We present “Shed Some Fear”, a 2D platform game including numerous eye-gaze-based interactions. “Shed Some Fear” includes control with eye-gaze and traditional keyboard input. The eye-gaze interactions are partially based on eye exercises reducing digital eye strain but also on employing peripheral vision. By employing eye-gaze as a necessary input mechanism, we explore the effects on and tradeoffs between user enjoyment and digital eye strain in a five-day longitudinal between-subject study (N=17) compared to interaction with a traditional mouse. We found that perceived competence was significantly higher with eye gaze interaction and significantly higher internal eye strain. With this work, we contribute to the not straightforward inclusion of eye tracking as a useful and fun input method for games.
Original language | English |
---|---|
Title of host publication | CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems |
Place of Publication | New York, NY, USA |
Publisher | Association for Computing Machinery |
Number of pages | 14 |
ISBN (Electronic) | 9798400703300 |
ISBN (Print) | 9798400703300 |
DOIs | |
Publication status | Published - May 2024 |
Publication series
Name | Conference on Human Factors in Computing Systems - Proceedings |
---|
Bibliographical note
Publisher Copyright:© 2024 Copyright held by the owner/author(s)
Funding
We thank all study participants. This research was partially funded by the Deutsche Forschungsgemeinschaft (DFG, German Research Foundation) through the project \u201CGaze-Assisted Scalable Interaction in Pervasive Classrooms\u201D (Project number: 425867974). This work was supported by a fellowship of the German Academic Exchange Service (DAAD) and by the Pioneer Centre for AI, DNRF grant number P1.
Funders | Funder number |
---|---|
Danmarks Grundforskningsfond | |
German Academic Exchange Service | |
Deutsche Forschungsgemeinschaft | 425867974 |
Deutsche Forschungsgemeinschaft |
Keywords
- 2D platform
- digital eye strain
- eye-gaze
- gamification